FfH2 Bug Thread

Also, as an aside, I noticed that having the barbarian trait, the infernals cannot pick up any dropped items. Is this intentional?

I also noticed this while playing once with Charadon, I defeated some Malakim unit carrying Orthus' Axe but I wasn't able to grab it, until I declared war on Barbarians by attacking them... Only till then Lucian was able to grab the Axe
 
After assassinating every one of the 4 horsemen,(well, Yersinia ran himself into a grigori hero, but I snagged Athane before Cassiel. . .) whom I invited to Erebus via gratuitous spamming of prophecy mark units, I decided that it was time to take out the Avatar of Wrath. Well, actually, I forgot to unequip War from my uber Immortal (has every +Str non-affinity item but Orthus' axe) before he decimated a large Veil-180 Kurio stack and succumbed to it. I had developed a strategy of sending in 3 immortals and Brigit to defensively wither them since shadows would kill off my SoD. Unfortunately I found out on the first run that the Mithril Golem not only lacks immortality but is a giant wimp w/o Barnaxus around. But I need to spread ancient forest around anyway. (Note on Monarch despite deadly AI, getting 4 holy shrines in one city is easy... Luonnator victory is secure :P) So the Avatar of Wrath shows up and everyone's enraged including my born again mega immortal. He's about to calm himself down by smashing a demon immortal when the game starts looping at the end of MY turn, I think.
 
I'm running patch J: clean install of civ4,warlords,bts,patch 3.19, then FFH and patch J.
Two of the three options for worker automation seems broken in my games.
build trade network works.
Improve nearest city and improve all do not work as I would expect anymore.
I see workers building improvements only on bonuses, and then sit in cities waiting, while they could farm or workshop all those nice river tiles, mine or windmill all those nice hill tiles.
AI player workers are fine.
Even when doing an advanced start no tile is improved besides those with a bonus.
Even with an advanced start Ai plkayers are fine.

is this happening only to me?

Also on side note,
I see something called "wild mana" features have been included, but I do not see anything different with magic, player side. :confused:
Instead AI side, I see a lot is going on and spells are casted left and right to great effect :D
 
I see something called "wild mana" features have been included, but I do not see anything different with magic, player side. :confused:
Instead AI side, I see a lot is going on and spells are casted left and right to great effect :D
WildMana is a modmod, with many different features. The name is a reference to some of those features, and not relevant here (it could have any other name). Some of the features of WildMana were merged into FfH2, primarily AI changes. The FfH2 magic system was not changed, but how the AI uses it was. See the patch details for Patch H, in the first post of this thread, for more information about the changes.
 
Attached is a saved game that crashes when advancing to the next turn. The border of Vallus expands, popping the Tribal Village under Orthus, and the game crashes. This occurs in the same way even when reloaded, and when other steps are taken to change the random number seed before advancing the turn. Removing the Tribal Village allows the game to continue without a crash.
 

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I have 2 points that i dont like about the game.

Not exactly a bug but annoying;

* The "explore dungeon" button should give a notice that it cant be used because you are at peace with the barbarians.

I dont know why this isnt standard in the game.


* More complete info on where the Mana is comming from...

There is no info in the Civilpedia that tells where its comming from exactly.
I could play a lot to learn where its comming from but i rather read it before i throw myself into a battle.
So please more specific info. A sentence like: : "some buildings affect mana" is no info...
 
Well your palace provides mana, and some wonders give mana as well. Aside from that you get it from certain special terrain features, but principally from mana nodes. That, plus a description of what you need in order to upgrade mana nodes, is all that's necessary, I think.
 
Ahoy hoy fellow FFH'ers!

After a long hiatus meddling with various other things, I returned (as I always seem to do!) to Fall From Heaven 2 once more. Re-gathered my friends to kick up some multiplayer wickedness once again, but..

Alas!

We are assailed by problems. Chiefly, when playing anything other than LAN games we get Out Of Sync problems very often. While it's happened in the past, I've never had so many recurring instances of it. Particularly in this last game I tried, it quite literally goes OOS every time someone researches a new tech, which is obviously rather unplayable.

Being no tech wiz myself I've exhausted most of my ideas about what might cause it or how to solve it, so I thought I would ask the great sages of the forum instead.

What gives? :confused:

I only want to confirm this. In our latest multiplayer games we got an OOS every turn. We went back to version h and no OOS occurred at all.
 
After assassinating every one of the 4 horsemen,(well, Yersinia ran himself into a grigori hero, but I snagged Athane before Cassiel. . .) whom I invited to Erebus via gratuitous spamming of prophecy mark units, I decided that it was time to take out the Avatar of Wrath. Well, actually, I forgot to unequip War from my uber Immortal (has every +Str non-affinity item but Orthus' axe) before he decimated a large Veil-180 Kurio stack and succumbed to it. I had developed a strategy of sending in 3 immortals and Brigit to defensively wither them since shadows would kill off my SoD. Unfortunately I found out on the first run that the Mithril Golem not only lacks immortality but is a giant wimp w/o Barnaxus around. But I need to spread ancient forest around anyway. (Note on Monarch despite deadly AI, getting 4 holy shrines in one city is easy... Luonnator victory is secure :P) So the Avatar of Wrath shows up and everyone's enraged including my born again mega immortal. He's about to calm himself down by smashing a demon immortal when the game starts looping at the end of MY turn, I think.

The infinite loop is actually caused by a firebow in the Amurite City of Ciriail. There are 7 firebows in the city - you have to delete 2 or more to 'fix' the bug. I eliminated 2

This took a LONG time to find (finding the 'bad' city wan't too hard, but trying to avoid wreck the game by using minimal unit elimination was very hard)!

Here is a fixed version of the game.

Note to developers - AI issue I see here in this game, Govannon has 102 XP's and is only level 4.

Best wishes,

Breunor
 

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Normally they get Mutated. There may be some condition under which you get Mutated (ie, not constantly), but I remember it being pretty frequent as Balseraphs. Might be from a specific building or something (Freak Show?)? I think Chaos mana causes it to just happen occasionally. Anyway, anyone with Mutated gets random other promotions.
 
Access to Chaos mana is the cause. This also happens to the Lanun; the occasional unit will start with Mutated.
 
Currently runnig: Civ 4, Warlords and BtS, patch 3.19, all from the CDs; Fall from Heaven 2, patch and Media Pack (the lastest versions); and all on Windows XP.

The problem is that none of my save games will load. Ordinary BtS games will load so I'm guessing the problem is with the mod. I've tried loading games with a variety of civilisations, games and senarios but none of them load; when I try the game gives me the loading screen as normal but before it's finished it returns to Desktop and gives me the standard Windows apology message.

I've already uninstalled everything and tried again but that's made no difference. Please help?
 
I got a repeatable CTD with the Grigori at 0.41j. It happens when you end the turn in the attached savegame. Too bad as I was about to give everyone a good asskicking with a lot of adventurer archmages.

Edit: As I was dabbling with the world builder I already found the problem myself: it seems to be the dreaded Summon Tiger bug again, when I remove a Balseraph stack of Priests of Leaves and Tigers near Hexam, it works again. Is there some sort of fix under way for this?
 

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I'm running patch J: clean install of civ4,warlords,bts,patch 3.19, then FFH and patch J.
Two of the three options for worker automation seems broken in my games.
build trade network works.
Improve nearest city and improve all do not work as I would expect anymore.
I see workers building improvements only on bonuses, and then sit in cities waiting, while they could farm or workshop all those nice river tiles, mine or windmill all those nice hill tiles.
AI player workers are fine.
Even when doing an advanced start no tile is improved besides those with a bonus.
Even with an advanced start Ai plkayers are fine.

is this happening only to me?

I have an update on this issue:
when the city cultural borders reached the third ring, workers started improving the third ring! only the third ring.
So I think there is an error in the code that makes the tiles interesting to the workers: something like "greater than second ring and within cultural border" instead of "less than second ring and within cultural border".
If someone could point me to where this code is, so I can fix it and have the workers automated again I would really appreciate it.
Thanks
 
Well your palace provides mana, and some wonders give mana as well. Aside from that you get it from certain special terrain features, but principally from mana nodes. That, plus a description of what you need in order to upgrade mana nodes, is all that's necessary, I think.
It would perhaps be nice to have a full list of wonders and features which provide Mana in the Civilopedia though. :)
 
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